Tuesday, July 14, 2015

Tony-Man vs. Critical Role (Part one of a lot, I'm sure)

Front Row L to R: Liam O'Brien (Vax'ildan), Matthew Mercer (The Dungeon Master), Laura Bailey (Vex'ahlia)
Back Row L to R: Marisha Ray (Keyleth) Talesin Jaffe (Percy) Travis Willingham (Grog) Sam Riegel (Scanlan)
Orion Acaba (Tiberius), and Ashley Johnson (Pike)

First of all, hello all of you faithful readers of this little muddle known as the Infraggable Tony-Reviews!  It's been forever, but I'm back (for an undetermined amount of time)!  So, not a lot has been going on in my life, but let me tell you of a show on Twitch.tv that I have been watching, which is all sorts of AMAZING!

You can watch Critical Role every Thursday night at 10PM Eastern/7PM Pacific, as the show is based in California.  You can watch it here.  http://www.twitch.tv/geekandsundry  You can watch any missed episodes at http://geekandsundry.com/shows/critical-role/

So, what is Critical Role?  Ooh... boy, that's a loaded question, but the simplest answer would be.  "Nine voice actors playing Dungeons and Dragons."  So far there has been 16 episodes, about a group of adventurers called Vox Machina, formerly known as the S.H.I.Ts (Super High-Intensity Team).  The show begins, Just over 2 years since the beginning of their first game, when it was a Pathfinder Campaign.  Matthew Mercer explains that they changed over from Pathfinder to D&D 5th edition because D&D is a little easier to follow, since Pathfinder has a knack of having too many floating modifiers to keep up with, which is find in the privacy of the group but doesn't translate well on screen.

There are several things about Critical Role that's exceptionally appealing to a fan like me.  The first thing is, is that these are all nerdy voice actors, who really look like they're having fun.  And not just the sort of fun that people have to keep up appearances, but they are having fun, because it is fun!  And that really appeals to me.  As someone who plays D&D, and has aspirations of being an actor or voice actor, I can usually tell when someone is phoning it in, and when one is really experiencing what they are experiencing, so that's awesome.

The second thing that appeals to me, is that this show breaks a few notable stereotypes.  The first being that people who play D&D only fits a certain type of person.  But we have a muscular, strong looking guy like Travis Willingham just having just as much if not more fun than the others.  You don't see many guys who look like Travis play D&D.  (Of course, Vin Diesel plays too, but these type of people aren't the norm.)  In the same vein, there's still the stereotype that women don't play D&D.  But on Critical Role, there are not one, not two, but three, THREE females who play on this show.  So, okay, there are six males, and three females, but still!  In most games that I've been involved in, there might be one female.  I think that this is a great thing that this show breaks down those two stereotypes.  These things are important to me as a gamer, and as a human.

Another thing that really draws me, is the quality of the narrative.  And while the voices that a lot of the players do are simply amazing (especially the many voices of Mercer), the story isn't dependent of the voices.  The story stands on its own!  Take away the crazy voices, take away the fact that they're voice actors.  The narrative that Matt Mercer himself weaves with the players is fantastic.  OH!  And that's another thing.  He weaves a story WITH the players, not "here's my sandbox, play in it."  The storytelling done by Mercer is fantastic, but the reactions and storytelling from the players is equally important, and equally awesome.

Something else that draws me to the show is the time and effort that those involved.  There's no phoning in, and calling it a day.  Everyone from the cast, to the crew, to the fanbase (myself included) is so very invested in this show.  It's clear to see why this is the Juggernaut of the Geek and Sundry Twitch channel, often times getting 5,000+ members watching it every day.  Those of us who are part of the fanbase are known as the Critters, and while I can't speak for everyone, this Critter is very proud to be one.  So far as even doing some Critical Role Song Parodies, contributing to the Critical Role TV Tropes Page, being a member of the Critical Role Forum Page, and creating my Twitter mostly just for this.

Critical Role is simply awesome, and it's something that anyone whether a lover of Role-Playing Games or not should see.  It has very tense moments, but it also has a lot of humor, and tear jerking moments.  It feels a lot like old-time radio, or like a voice read for your favorite cartoons.  Hell, I'm willing to bet that if you have watched any cartoon, or played any video game in the last ten years or so, chances are at LEAST one of them has been in it.  The players and the dungeon master are all very quick-witted, and there's very little time lost between any of them.  I highly recommend this show to anyone who hasn't seen it.

Now, having said all of this, I do have a few nitpicks about the show.  But most of these nitpicks are things that are unavoidable, but things you might want to know, if you are new to the show.  The first being, the first episode or two does unfortunately suffer from audio issues.  They were using new equipment, and they weren't one hundred percent proficient with it.  Thus, they sound like garbled robots for a little bit of the time.  And there is some audio popping, which is a little annoying, but nothing that lowers the quality of the show.  By about the third episode, these audio issues in studio are completely fixed.

The second nitpick I have is that sometimes, scheduling can come into play, where the actors are off doing something else, which means that most weeks, you don't have all the cast there in the same place.  Sometimes they are able to Skype in, or video call in, which gives us a modicum of a full cast, but then sometimes the video call interferes or interrupts and they spend time trying to fix that issue.  Sometimes it is off-putting, but not enough to lose interest in the narrative.  Again, scheduling is something that really can't be avoided, and it doesn't lower the quality of the show.  If anything, it makes those moments when the full cast is there somehow all the more special.

The last little nitpick that can't really be avoided is the Twitch platform itself.  Don't get me wrong, ever since finding Twitch, I thought it was an awesome thing.  You can type comments on the chat in somewhat real time (though they opt to do slow mode because of the thousands of people who are typing at the same time).  Sometimes when the Twitch channel is not showing in fullscreen mode, the scrolling text can be distracting when you're trying to watch the actual players.  But then sometimes I contribute to the chat, so part of this nitpick is more on me, than on the platform itself, but still when I have nothing to contribute then it is a little distracting.  But since it's something I can toggle myself, this nitpick is marginalized.

These three things are, as said before nitpicks and doesn't hurt the show, in my opinion, and if these are all the things I can find wrong with it, then you've got a very solid show.  It probably helps that the things that are done right, are done so very right.  Those things that are wrong, are underwhelming and negligible. 

From a scale of one to Super Ultra Awesome, I am going to give this show a Super Ultra Awesome!  Yes, it is exactly that!

You can form your own opinions, but this is my spoiler-free review of Critical Role, the first of many... I'm sure.  Until next time!

Saturday, April 11, 2015

Five games to play for the 3rd annual Tabletop day!

Play more games!
I am a nerd.

I am a gamer.

I am an advocate of International Tabletop Day.  (In my own respect.)

When I was younger, Mini Tony-Man wasn't much of a tabletop board gamer, as such inventions like the Nintendo Entertainment System (Remember those?!) were a relatively new thing, and my family was a military family and we moved often.  I didn't really have a core of friends that wanted to play with me, either board games, or this strange little muddle known as "outside."  So, as with a lot of my reviews, I'm going to caveat, that I probably wasn't a gamer in the purest sense, since I earned my title of gamer as a Mini Tony-Man, through electronic gaming.  Not unlike most people of my generation of MTV, and "Instant One-Hour Photos" and Zack Morris preppy haircuts, and Bubble Tape.

Younger fans of this blog may have to Google those references.

Sure, I knew that while I was getting frustrated at the fact that the Princess was always in another castle.  And loving the fact that it was always dangerous to go alone, so take this... I also was aware that somewhere beyond the TV, beyond the wall, over hills, and across the street, and in this castle of chaos known as "The Mall" was a KB Toystore that had these strange boxes which held concepts like...

Naval Warfare
Bumping into things, and politely excusing yourself
The journey from college to retirement
Buying out your competition, and building architecture
Surgery on an anatomically incorrect patient, and pulling out increasingly impossible things out of him.

Amongst other things.  (Bonus points if you caught all of those references)  Yes, I knew of these games.  I even dabbled with a few of them on those rare times I got to see my cousins.  Who were a generation of all females.  (You'd think I'd be better with women, since I had 5 female cousins, and an older sister.  But, that's a story for another day.)  And even then, they were doing their own thing.  So yeah.

As time went on, I became aware of new games, games that I've played that I've really liked, and for the interest of Tabletop day, I'd like to share five of my favorite tabletop games, in no particular order.

1) One Night Ultimate Werewolf
Fans of this blog will already know that I have harped and sung praises about this game, but honestly, I can't get enough of this game, literally.  (Literally in this case used in a non-ironic sense, since I don't get to play this game enough.)  It is a fun bluffing game that's mostly cooperative, but has the possibility for defectors.  Game play is simple enough.  Each player is given a role card, where you're either going to be on the Villagers' side, the Werewolves' side, or the Tanner.  If you're a Villager, you want to kill at least one Werewolf.  If you're a Werewolf, you want to ensure that all Werewolves live.  If you're the Tanner, you're trying to get yourself killed.  Play lasts for up to ten minutes, and you're trying to deduce who is what.  The announcer will tell characters what to do, so there's no need to remember which role does what.

Pro:  It's an exceptionally fun, addicting game that will want you to play many more times.  The social interaction aspect of the game is key, and there's a fun psychological aspect to the game.  And it plays in 10 minutes or less, which makes it worth playing at least four or five times, but you'll probably want to play more.

Con:  The game says that it's from 3 to 10 players, but since it's a party game, the game is considerably less fun with less people.  I would say to optimize the game, you need at least 7 people to play.  In this day and age, finding 7 people or more to actually play the game is hard to do.  And it also takes people who know how to be social enough to convey lies, trickery, and flimflam.


2) Zombies!!!
People who know me in real life will know that I have an affinity for the undead.  Zombies, Vampires, Mummies, Liches... anything undead and I'll probably say "Undead are awesome!"  So, when this game came out I was all about it!  The objective of the game is pretty simple, but it's two-fold.  You either A) be the first to get from Town Square to the Helipad, or B) be the first to kill 25 Zombies without dying.  Simple, right?  Not even close.

Each turn, a player puts down a city tile on a legal space, and then adds zombies according to the tile space.  To determine movement you roll a six-sided dice, and you move up to that many.  If you roll a six, you can choose to move up to six spaces, but you can end your movement before then, if you wish.  You may not move diagonally, and you can only enter and exit named buildings through doors.  When you enter into a space where a zombie is, you roll a six sided dice to fight off the zombie.  A four or better kills the zombie.  But what happens if you don't kill the zombie?  Well, simple you can either A) use a bullet token that you might have to add +1 to your dice roll until you get a four or higher, or you can use one of your heart tokens to re-roll your dice.  However, if you run out of heart tokens, you die.

Dying in this game is reasonably harsh.  In the unfortunate event that you do die, you go all the way back to Town Square, and you lose half of your zombie count (rounded down) and you're that much further away from victory.

Another aspect to the game are these cards that you can get, which does two things:  Help yourself with weapons and bonuses; and more importantly, dick over other players.  So it's never clear cut who will win, even if other players seem way ahead of you, there are always cards that will help you out, or hinder their chances.  Zombies!!! is a good game, meant for 2-6 players, with it probably being most fun with four.

Pro:  The artwork on the cards is really incredible, the game play mechanics are streamlined and easy to understand.  And there's always a smug sort of satisfaction when you fuck over your friends.

Con:  Usually fucking over your friends is looked down upon, and its easy to get into a proverbial pissing contest rather than playing the game.  Also, this game has pretty much a kajillion expansions to it, so if you're trying to get the full game, you'll be investing a lot of money into it, which is senseless since only two or three of them are worth getting.

3) Munchkin
Munchkin is a delightfully cruel parody of role-playing games and their myriad of tropes.  As a role-player, I tend to harbor a special sort of hatred for these min-maxers, and game-breaking type characters.  But in this game of Munchkin, the entire idea of the game is not to role-play.  You just want to kick the door down, chop up the monsters, get the treasure, and level up.  And Munchkin allows a player to do that without having to sit at the Tavern and talk to Dark McCloaky Ominous-Bad over there.

Game play is pretty simple.  You have a Door deck which contains Monsters, and Curses, and sometimes Spells, and other odds and ends.  And you have a Treasure deck which contains.... you guessed it, treasure.  Such as the Chainsaw of Bloody Dismemberment, or the Boots of Running Really Fast, or the Gentleman's Club (that only males can use) or Broad Sword (that only females can use).

On the first turn, you're given eight cards, four Door cards, and four treasure cards.  You lay down any cards that you can use on your turn.  The first play then Kicks down the door, by revealing the top card of the door deck.  If it is a monster, the player must fight the monster.  If it is a curse, then the curse automatically affects the player.  If the top card of the door deck is not a monster, then the player has two choices.  Either go looking for trouble, by playing a monster card in his hand to fight.  Or he could loot the room, by taking the next top card from the Door deck into his hand.

A player, after the initial draw must then discard down to five cards and end his turn.  Each monster that you defeat will give you a level, and a treasure (Though many monster cards will tell you if you gain more treasure or more levels).  Each monster also has a specific level which means that you have to have combat strength greater than that level.  To determine your combat strength, you count up your level plus any bonuses you have from treasures.  If a monster has too much strength you can ask other people for help, but.... if a monster looks too weak, those other people can make it harder for you to win.

To win, you must go from level 1, to level 10 before anyone else.  Only then can you consider yourself the biggest Munchkin!

Pro:  It's a delightfully hilarious parody of role-playing games.  The game is easy enough to learn that it only takes one play through to fully understand the rules, but it also helps that one of the rules is "Cheating is legal, if you're not caught!"

Con:  In my experience, Munchkin is a game that takes longer to play than it probably should.  I've seen some real arguments break out because of this game.  Munchkin seems like a game that can only be played with friends who are bonded like family.

4)  The Resistance
The Resistance, like One Night Ultimate Werewolf, is a game that has defectors in it.  Personally, I like these games the best, because of the psychological aspect behind it, and the social aspects.  In this game, there are two teams.  The Resistance of an oppressive Government, and the Spies of the Government that has infiltrated the Resistance ranks.  The game is played in 5 rounds, and is for anywhere between 5 and 10 people.  In a five player game, there are 3 Resistance members and 2 Spies.  At the beginning of the game, all players are handed their role cards, and then once they know who they are, everyone closes their eyes.  Then the announcer will tell the Spies and the Spies only to open their eyes and figure out who the Spies are.  Then they close their eyes.  And then everyone opens their eyes.

Each round, one player will be the mission leader.  That person will then decide who goes on the mission.  Once decided, all players will vote to either accept the mission, or decline the mission.  If the majority accepts the mission, the next phase of the round begins, if the majority declines the mission, the round start over and the next player becomes the new mission leader.  In the event that the mission is declined five times in a row, the Resistance loses, the Spies win.

Once the mission is accepted, those going on the mission are then handed Success cards, and Fail cards.  Those on the mission will pick either Success or Fail in secret, depending on what they wish to do.  If you are a Resistance member, you MUST choose Success.  If you are a spy, you can CHOOSE to pick either Success or Fail, as befits your nefarious purposes.  In order to succeed a mission, all cards once shuffled and turned over MUST say succeed.  If even only one fail card is turned over, the mission fails.

The Resistance must win at least three rounds to win, if not... the Spies win.

Pro: It is a fun psychological game, that can be played in 15-20 minutes, and it's always worth it when the Spies win, and they reveal themselves at the end.  It is a deception, deduction game that is always a blast whenever I play.

Con:  While the game does do its best to balance out the chances for both Resistance and Spies to win, realistically, the game is more skewed towards savvy, cunning Spies.  This game is also no where near as addicting as One Night Ultimate Werewolf (In my opinion)

5) Betrayal at House on the Hill

Betrayal at House on the Hill, is a miniature role-playing game that allows you to check out this spooky mansion in search of horror, excitement, and if you live... the faint possibility of fame.  (But even fainter, fame for a good reason.)  You get to take control of one of twelve people, including, gypsies, doctors, strong men, and children, or a sassy Latina... because why not?  The game is meant for 2 to 6 people, with probably an optimum of 4 or 5.  The game is separated into three phases, the exploration phase, the haunt, and the Oh shit, bad stuff.

Each character has four statistics, Strength, Speed, Knowledge, and Sanity.  And each number to the stat determines how many dice you get to roll.  If ever any one of your stat hits the skull marker, your character is dead.  While going through the house, you'll see one of three symbols.  An event symbol; which looks like a swirl, an Item symbol; which looks like a cattle's skull, and an Omen symbol which looks like a raven.

During the exploration phase, you're pretty much doing just that; exploring.  You're laying down floor tiles, and doing whatever the floor tiles tell you.  You'll find the aforementioned symbols.  If you find an event symbol, you take an event card, read it out loud to everyone and do whatever it tells you.  If you find an item symbol, you take an item card.  Most of these items are things that can benefit you in some way or another.  But you might find an omen card.  These are very powerful items that may or may not help you.  But these cards are what can trigger the haunt.

There are only twelve omens in the game, and each time you find an omen, you must make a haunt roll.  you take six dice, and roll them, and you must roll over the number of current revealed omens in the game.  Succeed, and exploration continues.  Fail... and the haunt begins.

The haunt is determined by the final omen received and the current room where you found it.  Someone is revealed to be the traitor, and that person receives the traitor's tome, so that person can read his win conditions, while the others reads the hero's tome to read their win conditions.  (Usually the traitor is asked to leave, so the two sides can come up with their respective strategies.  And once they are aware of what they must do, that's when the bad shit happens.  Obviously the game ends once one side has completed their win conditions.

Pro:  It's an Role-playing game in a box.  With there being hundreds of ways to build the house, and fifty different haunt scenarios, the replay value is through the roof.  Good friends, and maybe some ominous voices makes the game even better.

Con:  The game usually has a tendency to make some characters appear worthless, the game also doesn't really care if its not balanced, which can be an annoyance for some players.  Also, a lot of the haunt scenarios usually favor one side over another, which makes things even worse if the exploration phase wasn't particularly helpful.



With these five games in mind (and a bajillion others that are out there,)  Have fun playing tabletop games, role-playing games, heck even video games, or poker, or thumb war, or whatever games that you find enjoyable.  And as my hero, Wil Wheaton would say.... "Play more games!"

Monday, March 2, 2015

Tony-Man remembers Leonard Nimoy

On March 26, 1931, a child of the stars was born, and one that would have an impact on generations of people who would boldly go where he would lead.  An American actor, film director, poet, singer, author, and photographer, Leonard Nimoy was a classy man and a man that shaped my imagination and my love for the sci-fi genre, and in some ways gave me a hope for life itself.

"Once you have eliminated the impossible, whatever remains, however improbable, must be the truth." — Spock, Star Trek

It's no secret to anyone who is familiar with his work, knows that his best known role is of Mr. Spock.  Half human, half Vulcan all badass, Leonard Nimoy provided the logical voice of reason within an eccentric crew, but the thing is was that Spock was not completely devoid of emotion, and sometimes acted in illogical ways.  The dynamic between Captain Kirk and Mr. Spock is such on a human level, it reminds us of the best of humanity.  There was a real chemistry between Nimoy and all the crew members of the USS Enterprise.

I didn't know Leonard Nimoy, the man.  I had only met him once in my lifetime.  But I know the impact he had on me.  I know that I wanted to be an intelligent man, I know that I wanted to be a pillar of strength for my family and for my friends.  I know that I wanted to be someone that people could count on.  Leonard Nimoy in a lot of ways, was instrumental for me to be the one that people could come to dump their issues to someone who wasn't quick to judge.  Or for me to provide advice (good or bad) from an objective point.  Spock isn't perfect.  Spock isn't beyond reproach.  Spock was probably the most human out of all the characters there.  It was even lampshaded in the movies. 

Leonard Nimoy has obviously had an impact on so many people.  I often wonder if he wanted to be an icon for nerd and geek kind.  I often wonder what sort of adventures will I have, and have I had as a result of Nimoy's influence.  And I also wonder, if my greatest adventures are still ahead of me.  I suppose, if I've ever needed to heed any advice from a half-Vulcan, half-Human ambassador, science adviser, it would be for me to live long, and prosper.

Tuesday, February 10, 2015

Dungeons and Dragons 5e is awesome

I wish I was as in good of shape as that dragon.  I'd be sexy...
So, for those of you who don't know me, or don't know me very well, I am a huge tabletop RPG (Role-Playing Game) gamer.  And while I've played many different systems, I've always thought that D&D has been the best, overall.  And I'm happy to finally give my opinion about D&D 5th edition.  Now like always I have to disclose a few things.  The last version of of D&D that I've played throughout is 3rd edition and by proxy 3.5.  It was highly customizable, highly experimental, and very fun but not without its many glaring flaws, and rules that could be broken or skipped over.  And while I liked the fact that it could be played with miniatures (Which really I feel like all tabletop RPGs should be played with miniatures) it was a new experience.

I tried my best to get into 4th edition, but to me it felt like playing World of Warcraft in tabletop form, and it just didn't grab my attention.  If I wanted to play World of Warcraft, I'd just play on my computer.  That and even when I wanted to play, I couldn't find a group who were willing to play alongside me.  So there was a time when fourth edition was up and coming, at it's peak, and slowly declined when I didn't have a gaming group.  So this blog post is not about comparing fourth edition to fifth edition, and you'll hear more about the comparisons and the contrasts between third and fifth.  And it's more about my impressions and experiences with Dungeons and Dragons fifth edition.  Got it?  Good.

So, as the title of this blog post would suggest, fifth edition is awesome.  I've been playing a campaign for about seven or eight weeks, once per week, for my first experience with the game, so I can't really comment on everything, since I don't know everything, but I have to say that what I've experienced with the game thus far, it's elegant.  The feel of the game and the mechanics behind the game feels far more streamlined than third edition.  Which is both good and bad.  Good in that it takes a little less time to create a character and to understand why this character works the way he does.  But it's bad in the way that it lacks the vast amount of customization that gives depth to a character.  Sure you can give customization in the role-play, and I like to think that I'm pretty expressive with my characters, but when compared to the mechanics I feel that third edition gives player customization more options than fifth.  Still, I really like the streamlining of fifth and there's nothing wrong with trying to condense it into an easier format.

I do like that there are different "Paths" that a character could go down.  For example a Fighter could branch off into a Champion, or a Battle Master, or even an Eldrith Knight.  So perhaps one fighter wants to learn how to do specific special battle moves, while another fighter wants to have magic to bolster his combat prowess.  Well, you can do so without having to reach certain requirements in skills, and levels, and having to be a certain alignment.  No, in fifth edition all you got to do is reach third level and pick your path.  And that's very cool.  And it's in the core fifth edition player's handbook.  I do wish that there were more choices for each of the character classes, but for what it's worth, it's a very good start, and I suspect more paths with supplemental books.  So it's a nitpick, but I think it's really cool.

Many of your classic monsters and wicked creatures are still featured, with amazing artwork to represent them.  Of course you have your goblins, and trolls, and drow, and dragons.  They have their own statistics, they have their own abilities, they have experience, and they range from the incredibly simple to the horrendously hard. But depending on the situation, terrain, time, or many different factors could make these creatures either easier, or harder.  And that's what I like.

But the best part about Dungeons and Dragons fifth edition, and really all tabletop RPGs is the social interaction with those who you play with.  Unlike video games, computer games, or even online games, tabletop games allow you to directly speak and interact with a group of friends or people who you just met and form new friendships as you and a cadre of other players work together in order to overcome an obstacle, defeat enemies, solve puzzles, and whatever have you.  And that's what I like best about tabletop games.  Especially if all the people you play with are your friends.

I currently play a character who is a Battle Master Fighter, big on strength, below average intelligence.  And I play him as such.  His name is Kain Lightvalour, who is a character I created way back when, when I was getting my feet wet in role-playing games almost twenty-five years ago with the tale end of second edition.  Back then he was a paladin, but over time he evolved into many different things, until now in fifth edition he became a fighter.  But I will write about his exploits another time.

It's good to be back, everyone!  And stay tuned... or whatever we call it for webpages.

Saturday, January 10, 2015

Guess who's back.


So, it's strange how life works sometimes.  One moment you're on top of the world, the next you're down in the gutter, and then something gets fucked up and you start to climb the top of the mountaintop only to slip and fall again, only to scratch and claw to where you thought you were before this whole rigamarole began to begin with.

So... let's face it, the reason I stopped writing for a large portion of 2014 was because of a girl.  Like all good stories, tropes, and cliches right?  Well, ultimately thigs were said, feelings got hurt, pride and arrogance got in the way, and creatively, emotionally and mentally it just exhausted me.  In the end we were both wrong.

Okay, that's enough of that.  I am reviving the Infraggable Tony-Reviews.  Which will run pretty much the same format that my previous writings have had.  I may incorporate other people who want a chance to write, and maybe some point-counterpoint segments.  I don't know.  I usually don't plan for things like this.  I just want to get back into writing about things that I like to write about.  So... yeah, in typical fashion, this lackluster reemergence of the Infraggable Tony-Reviews is... yeah.

Anyway, I'm sure I'll write something soon.